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Author Topic: Re: AIAR - Providence Seekers - Cold Season 1921 - Event Phase  (Read 9242 times)

Naturegirl1999

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Re: AIAR - Providence Seekers - Turn 1 - Warm Season 1921 - RE Phase
« Reply #60 on: August 30, 2019, 06:52:58 pm »

Ok. Thanks.
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Aseaheru

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Re: AIAR - Providence Seekers - Warm Season 1921 - Turn 2 Pending
« Reply #61 on: August 31, 2019, 01:14:54 pm »

WARM SEASON, 1921, RE Phase

 The Scryery ritual, as  envisioned, was a method to allow remove viewing by anyone, at anytime, anywhere. Unfortunately, research into our archives has been unable to research this goal, finding that only specific locales allow for remove viewing to go out from(or into, depending on the school of thought), and the material requirements, while long-lasting, are also single-use.
 Research is ongoing, and is expected to complete in three seasons(1.5 years, 3 turns), but current projections lead our librarians to confidently state that the Scryery Ritual will allow for a select team to view anything they wish to with little downsides. Cost is minimal, as as for awareness incurred, at the current time it is expected to have a fairly low effect on the wakening.

YOU HAVE COMPLETED WORK ON THE WARM SEASON TURN OF 1921
You are now waiting on myself and the other team.
(lets be frank, you are waiting on me)

Spoiler: WIP Projects (click to show/hide)
Spoiler: Logistics & Designs (click to show/hide)
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Aseaheru

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #62 on: September 06, 2019, 08:04:30 pm »

WARM SEASON, 1921, Event Phase

 In the wilds of the central forest the first major fighting since the Battle of Neu Salsburg starts up, with the 7th Garnison finding itself attacked by the Seventh Army Seeking Providence(Hereafter refereed to as PS7, as shall all Providence Seeking units prior to something less unwieldy). Restricted by the dense forest, fighting starts at intermediate ranges and with small groups fighting one another. The battle raged for near on a week, with units colliding, retreating, dying, and generally not accomplishing much. Lack of signal equipment on both sides, along with lack of proper uniforms, only adds to the difficulty. In the end, PS7 falls back, more or less orderly, leaving behind their dead.
 The main cause for the defeat of PS7 is their lack of ability to handle autorifles at range or the Rast&Gasser revolvers used at closer ranges.
 Equipment used consists of the CSRG 1915, the Rast&Gasser M1898, the Mannlicher-Schonauer, and finally the M1917, the sole weapon of PS7.
 
 Within Berek, around the mines, the second major skirmish occurs. Both PS6 and the 6th Mondlicht attempted to take the location, and with PS6 securing it first the 6th Mondlicht attacked them. Combat started at long range, with sharphooters harassing the other side prior to combat closing to intermediate ranges. Here, both sides find themselves evenly matched, although it does appear that PS6 are just slighly more powerful.
 Equipment used here includes the CSRG15, Rast&Gasser revolvers, -Mannlicher–Schönauer Rifles, and Berthier rifles.
 
 Within Sellye what appears at first to be a similar starting position, with both the 4th Mondlicht and PS3 attempting to take the mines and PS3 reaching them first, instantly has a rather different result. The defenders having given time to setup their howitzers resulted in a massacre of the FOotSM troops. If one could quantity power, the PS forces had nearly double the strength. All this means that PS3 has captured, and held, the Sellye industrial works, including the workshop, the blackband iron mines, and the iron forges.
 Weaponry used consists of Berthier rifles, M.14 Feldhaubitze and the CSRG15 from PS, and the CSRG15 with M1917 rifles from FOotSM forces.
 
 In what seems as almost a repeat of the Sellye battle, the Cigand Falls battle took the form of the 5th Mondlicht and PS5 racing for the falls, with PS5 reaching it first, setting up their howitzers, and blowing away the FOotSM forces when they tried to harass them with sniper fire.
 Besides the artillery, weaponry used includes Berthier rifles and the CSRG15 from PS, and the CSRG15 with Type 30 rifles from FOotSM forces.

 
 Comments from our field commanders:
-Artillery is great, even more so in they appear to lack any.
-We need more of some sort of light automatic weapon, because lack thereof is a massive hamper.
-We need some way to effectively deal with automatic weapons from range.
-Communications are nonexistent.
-We need some form of uniform so we can tell our troops appart from theirs at a glance
-Most of our injuries where from shrapnel, oddly.

WELCOME TO THE ABC PHASE FOR COLD SEASON, 1921
You have six tokens

Spoiler: WIP Projects (click to show/hide)
Spoiler: Logistics & Designs (click to show/hide)
« Last Edit: September 07, 2019, 02:11:05 pm by Aseaheru »
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Khang36

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #63 on: September 06, 2019, 09:10:49 pm »

In the update it says that i have control of Sellye's industrial area, does that mean I get can use the workshops there this turn?
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Aseaheru

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #64 on: September 06, 2019, 09:42:21 pm »

 Yes. Knew I forgot to stick something somewhere, and it was yer new conquests. Congrats, new workshop line.
« Last Edit: September 06, 2019, 09:48:22 pm by Aseaheru »
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Khang36

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #65 on: September 07, 2019, 12:32:44 am »

Hey based on where my 7th army is what area can they move to? i intend to have them back off from

edit: here is what i have so far for plan

Edit 2: added pop expenditures for new army


Quote
deployment
1.All ships to form task force to move army 5 to neu Salsburg port as a landing assult
2.army 1 to sally forth and attack the 2nd Bergwanderer
3.army 3 continue engaging the 4th Mondlicht
4.7 army 7 continue engaging the 7th Garnison
5. Armies 2 and 4 attack 3rd Mondlicht


Quote
Production
East Neu Salsburg Workshop
-CSRG M1921(6.5x54mmP){Aluminum, Steel}
-Rast & Gasser M1898(8mm Gasser){Timber, iron}
Pecs Port
-125m Slipway | 62m Drifter(Unarmed)
-165m Slipway | 38mm Trawler(Unarmed)
Sellye Industrial Zone Workshop
-CSRG M1921(6.5x54mmP){Aluminum, Steel}
Spoiler: Allotment (click to show/hide)
Spoiler: final equipment (click to show/hide)

Quote
tokens
1.design and revisions = 6 tokens

Quote
population
1.raise new army in Neu Salsburg: east = 1 pop
« Last Edit: September 08, 2019, 07:40:12 pm by Khang36 »
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Khang36

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #66 on: September 07, 2019, 11:27:44 am »

ok for sanity check can i assign transport ships to the 5th army and have them launch an assult on the Neu Salsburg port in tangent to my 1st army's attack as well? And if i deploy my war ships will they also assist with the landing?
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Aseaheru

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #67 on: September 07, 2019, 11:43:01 am »

 You can do that, yes. The ships will only work for a unit on the coast or major rivers though, and not upstream from the waterfall.
 Generally however, the logistic capacity on ships was intended for expeditions to other islands.
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Khang36

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #68 on: September 07, 2019, 11:46:47 am »

So having army 5 move to attack neu Salsburg does not require the transport ships i built?
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Aseaheru

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #69 on: September 07, 2019, 11:53:50 am »

if yer fine with them attacking from land, no they dont.
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Khang36

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #70 on: September 07, 2019, 11:58:27 am »

Ok um how many transport ships do i have they are not listed any where in the update?
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Aseaheru

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #71 on: September 07, 2019, 02:06:53 pm »

 Did I also miss that? Gorrammit. Hangon...

 Two 62m Drifters. Shove them in a fleet, tell the fleet to shift the troops over down.
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Khang36

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #72 on: September 08, 2019, 07:39:00 pm »

Updated ABC plan to include pop use and to have my armies continue engaging enemy forces.
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Naturegirl1999

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #73 on: September 08, 2019, 07:43:05 pm »

Updated ABC plan to include pop use and to have my armies continue engaging enemy forces.
Sounds good
+1
« Last Edit: September 11, 2019, 07:19:17 pm by Naturegirl1999 »
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Aseaheru

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Re: AIAR - Providence Seekers - Cold Season 1921 - ABC Phase
« Reply #74 on: September 14, 2019, 12:31:33 pm »

Right, finally got off my ass to work on this again, and one quick comment:

What equipment would you like to issue PS8?

(Also, would you like to name anything, atleast yer ships)
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